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wolverine848

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Everything posted by wolverine848

  1. wolverine848

    Critical damage

    It's a waste of protection slot. Half the time you will be taking weak damage - so you might cut 450 down to 225, saving a whopping 225 damage. Other half of the time you will be taking Critical damage, and the module will do ... ... nothing. You will take 1600 damage. Does saving 225 every other shot seem like a good use of a protection slot? I suppose if there were 4+ Rails it still might be somewhat useful. Otherwise... not so much.
  2. Well, that's your team. At least with CTF each team has the same goal. That part of the battle is balanced. But really, for maps that size more time is needed. Those battles should be 10 min long.
  3. wolverine848

    Do the devs care

    Yeah... that only took two years to "fix".
  4. wolverine848

    Critical damage

    Holy Crap! ?
  5. wolverine848

    Critical damage

    Maybe you want to send a note to WIKI editor if that is wrong? OR... you are fighting vs tanks with DA (since about 90% of tanks use it all the time)...
  6. I did say "similar, but worse". The similarity is size of the map. Both have cover. Berlin happens to be larger, so takes longer to drive there and possibly fail. Like I said - large maps favor the defender since "attacker" wastes a lot of time driving. Large maps should reward more points for a cap. A lot more points.
  7. Disagree. In Berlin Assault you have a long way to go to reach your objective. Too much travelling time, and wasted if killed 3/4 of the way there. In that map there are enough defenders to cover the cap-point AND spread out to kill enemies mid-way. Attackers get no points for killing those mid-fielders but defenders do. It's similar to Assault on Highways, but worse. large maps favor the defenders. CTF is different. Neither team may cap much - but they both have the same conditions and same goal. No unbalance.
  8. wolverine848

    Critical damage

    Would be great if you could get an official answer from Devs that provides actual specific percentages. Would also be great if you could provide some feedback on my questions in post a little further up.
  9. wolverine848

    Let's Discuss Smoky!

    It's not much different sure. And if it was stock or Adrenaline, I'd of course choose Adrenaline. But if you are facing any smoky modules, autocannon would be way better since it gets to ignore the module for all the high damage shots.
  10. wolverine848

    Critical damage

    So, can a Dev or Mod please explain why Rail Critical hits were done the way they have been implemented? Why the large disparity in damage that forces critical hit chances at 50%? Why not 1,250 damage for all shots, including Critical, and then apply a reasonable Critical hit chance to account for Status Effects? And maybe you can also explain why modules needed to be tied into the Critical Hit scheme? For some turrets, those modules have been made worthless.
  11. " + 1,200 crit" .... so this does normal damage, but is unaffected by range and modules? Better than what they implemented - but I still don't like that 50% chance of critical. Status Effects applied too often and the ignoring of module every second shot still makes the protection modules (for Rail specifically) too weak.
  12. That's not the way they implemented it. They made it so 2 shots average to the old average. How would you do it? 10% Critical chance? 1,200 x9 shots and 10th does ... ____ what? Keep in mind - you should not be increasing overall damage.
  13. wolverine848

    Let's Discuss Smoky!

    Since you have to equip an augment - I don't consider it stock. And for Adrenaline, remember you need to be injured - fairly significantly, for it to contribute much. Then you must choose between losing that extra damage by using an RK, or keeping the extra damage and possibly dying on the next weak hit.
  14. wolverine848

    Let's Discuss Smoky!

    So Adrenaline boosts both. Well... you are still not using Stock if using Adrenaline...
  15. They'd have to lower the fixed damage. Currently that is equal to the avg of the ranged damage they used to have. Add critical to every __shot then the overall damage is increasing. Meanwhile, smoky damage is exactly the same as it used to be.
  16. Don't see how they can do that. Many of them fire more often than Rail. But - if for some reason they ARE doing that - the fixed damage needs to be lowered. Can't be doing current fixed damage (which = avg of ranged damage) AND bonus Critical damage every __ shot.
  17. Chance = 50%. Damage Boost = 78%. Two different parameters.
  18. Yeah, 900 + 78% = 1600. And that's EVERY SECOND SHOT. Why are they treating Rail differently than ... say Thunder, Magnum, Gauss? They don't get bonus damage? What's with the 50% + bonus when the other turrets are 10% + no bonus? TO does love one child more than all the others...
  19. wolverine848

    Let's Discuss Smoky!

    So there's no reason to use stock if you have mk7+. Equip Autocanon and ignore protections every 2 seconds and do 800 damage. Oh my!
  20. wolverine848

    Critical damage

    Correct. Critical damage could easily have been introduced without the tie-in to protection modules. They have nerfed Rail and Smoky modules drastically.
  21. No. Look at the webpatch notes. That's how Rail works. Railgun: Default damage now ranges from 450 (Mk1) to 900 (Mk7+); Added critical damage: 800 (Mk1) up to 1600 (Mk7+) with a fixed 50% chance;
  22. wolverine848

    Let's Discuss Smoky!

    What's it like at mk7+? Should be getting a Critical every 2 seconds or so (with a reload of 0.5sec) and that means ignoring protection module every 2 seconds and doing 800 damage.
  23. This is incorrect. 900 damage is for mk7+ regular hit. Critical hit does 1600 damage. 450 + (1600 every other shot) = the avg damage Rail used to do before Crits were introduced. The average damage is fine. The issue is ignoring Protection module every other hit. That is OP and makes Rail protection useless.
  24. A stock with Critical hit (and DD) does 3200 damage and ignores protection module. This happens every other shot on average. So yeah, it one-shot a medium hull.
  25. Stock fires faster than the "sniper" turrets that do more damage. But why do you mention LCR with DD one-shotting heavy hulls? In that case, stock with DD can one-shot a medium hull, no? But I agree, LCR with very high one-shot damage and Scout with the ridiculous impact for their fire-rate are both OP.
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